• DocumentCode
    573999
  • Title

    Physics engine on reconfigurable processor — Low power optimized solution empowering next-generation graphics on embedded platforms

  • Author

    Bose, Manti ; Rajagopala, Vasanthakumar

  • Author_Institution
    Samsung Adv. Inst. Of Technol.-India, Samsung India Software Oper. Pvt. Ltd., Bangalore, India
  • fYear
    2012
  • fDate
    July 30 2012-Aug. 1 2012
  • Firstpage
    138
  • Lastpage
    142
  • Abstract
    Physics engine is an important auxiliary middleware component library needed by the graphics display system. It is used to provide realistic animation effects in applications ranging from games, multimedia, user interfaces etc based on Newtonian laws of physics. With the evolution of high-end graphics on embedded platforms, there is a subtle need for the provision of a dedicated physics library whose processing can be offloaded to separate processing unit other than the main processor to maintain the optimal frame-rate requirement of the end user application. Currently physics processing is accelerated using high power high performance architectures like graphics processing units (GPU) or physics processing units (PPU). Reconfigurable computing facilitates execution of software with higher flexibility than that of any dedicated hardware while providing increased performance and low power consumption. In this paper we demonstrate that physics processing can be optimized using a reconfigurable processor. We also propose a novel method of executing collision solver algorithm in a physics engine library on Coarse Grained Reconfigurable Array (CGRA) based reconfigurable processors.
  • Keywords
    computer animation; computer graphics; graphics processing units; middleware; reconfigurable architectures; CGRA; GPU; Newtonian physics laws; auxiliary middleware component library; coarse grained reconfigurable array based reconfigurable processors; collision solver algorithm; embedded platforms; games; graphics display system; graphics processing units; high power high performance architectures; high-end graphics evolution; low power optimized solution; multimedia; next-generation graphics; optimal frame-rate requirement; physics engine library; physics processing units; realistic animation effects; reconfigurable processor; user interfaces; Computer architecture; Engines; Games; Graphics; Libraries; Parallel processing; Physics; Physics engine; coarse grained array; collision solver; constraints solver; loop parallelism; reconfigurable architecture;
  • fLanguage
    English
  • Publisher
    ieee
  • Conference_Titel
    Computer Games (CGAMES), 2012 17th International Conference on
  • Conference_Location
    Louisville, KY
  • Print_ISBN
    978-1-4673-1120-5
  • Type

    conf

  • DOI
    10.1109/CGames.2012.6314565
  • Filename
    6314565